Happiness Balance Discussion

Food and production comes from many sources, not only tiles yield. It can be buildings, wonders, belief buildings, religion,... You need yield to solve unhappiness problem, not some buildings that reduced unhappiness, and thats what makes the difference between VPP and vanila.
As I stated previously, I have production and food buildings: Granary, Herbalist, Forge, Lighthouse etc. the only one that I'm missing on this screenshot are stables, belief building- as you can see I have mandir, which provides food as well. Form pure mathematical point of view: Let's have a scenario in which all of my 12 pops are working 5/5 tiles, then you still would need 3.69x 12= 44.28 of food AND production to make up just by buildings (which in medieval era are what? Granary, forge, herbalist, stables, perhaps stone works). Maybe overall yields are higher in VP than in BNW, but to me it just seems astronomical. I am going to play once more when I have some time and upload a save, as yyyt advised and maybe we can clear things up :)
 
Well Im bad at Maths :), I cant solve your equation, but if we have a save which I can load maybe we can look into the problem.
P/s: I though youre at least in renaissance already because its year 520AD. Maybe thats the problem, youre too behind in tech.
 
Did anyone get a look at my save file, or should I post a screenshot?
You said you played with many mods (right?). I don't want to speak for others, but I don't think people will have time to download all the mods you are using to create a setup which will allow them to load your save. Also, they probably have their own games going and changing the setup to yours would increase the risk of losing their own game (if they are using different mods). I really think that you should start a new game with VP only and then post a save once (if) the unhappiness problems start to show.
 
Or use/make a modpack and upload that here so people can use that to load your save.
 
I'll be showing my ignorance again here, but a modpack is just a list of the mods I'm using, correct?
Nope, a modpack is a "fake DLC" which pretends to be behaving like Brave New World. You do not run it as a mod, you only need to have it (active) as a DLC and you start the game without going through the mods screen. It makes mods playable in multiplayer and the game also loads quicker.

There is a special way for creating it described on the VP wiki and even somewhere here. But if you are not familiar with it, I would not bother with learning it.

Because either way, to identify the problem, the best way is making sure that you have the base conditions same as others and no other mods is influencing it. So really, start a new game without the other mods and post a save (hey, even better, post more saves from different timings!) when the unhappiness problems occur.
 
I tried a new game with the latest hotfix. I can confirm that distress is too high. I never had a start so unhappy.

Fiddle with the BALANCE_UNHAPPY_CITY_BASE_VALUE_DISORDER and BALANCE_UNHAPPY_CITY_BASE_VALUE_POVERTY values in CBO/Modular Elements/CityHappiness.sql. Values of -40 and -25 might do the trick.

As I noted elsewhere, the staticization process threw off the algorithm, so we're having to re-adapt the model to the static element.

G
 
Nope, a modpack is a "fake DLC" which pretends to be behaving like Brave New World. You do not run it as a mod, you only need to have it (active) as a DLC and you start the game without going through the mods screen. It makes mods playable in multiplayer and the game also loads quicker.

There is a special way for creating it described on the VP wiki and even somewhere here. But if you are not familiar with it, I would not bother with learning it.

Because either way, to identify the problem, the best way is making sure that you have the base conditions same as others and no other mods is influencing it. So really, start a new game without the other mods and post a save (hey, even better, post more saves from different timings!) when the unhappiness problems occur.

I won't be able to do this for a good month since I'll be away from my desktop (college term is ending and I don't want to relocate the entire thing twice in so little time), but once I'm back I'll give a new game a shot and see how it goes. Who knows? Maybe by that point there'll be a hotfix or completely new patch that makes it a nonissue anyways.

Thanks for the advice though - hopefully everyone else's issues get resolved :)
 
Fiddle with the BALANCE_UNHAPPY_CITY_BASE_VALUE_DISORDER and BALANCE_UNHAPPY_CITY_BASE_VALUE_POVERTY values in CBO/Modular Elements/CityHappiness.sql. Values of -40 and -25 might do the trick.

As I noted elsewhere, the staticization process threw off the algorithm, so we're having to re-adapt the model to the static element.

G
Fix works, distress is managable, now I will be able to appreciate this mod fully and it seems that I am up for a great ride.
Thanks G!
 
It is 20th turn and my capital has to produce 3.64 science per pop. How is this possible? Who is getting that much science at the beginning of the game?
20181209211832_1.jpg
 
I had no (big) problems on the latest hotfix until I reached industrial era. Suddenly every pop I grow will add something like 2-4 illiteracy, 3-6 distress and often a boredom and poverty. Only capital supported by 7 mendicancy internal routes will have a mere 2 distress. It's completely unmanageable.
 
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I had no (big) problems on the latest hotfix until I reached industrial era. Suddenly every pop I grow will add something like 2-4 illiteracy, 3-6 distress and often a boredom and poverty. Only capital supported by 7 mendicancy internal routes will have a mere 2 distress. It's completely unmanageable.

Weird that the AI is having zero issues.

G
 
Ok so I managed to win a game with Egypt. A culture victory even had 101 happiness a few turns before the end. That game was much more enjoyable for sure! The science victory game I had before that made me abandon it due to the AIs ganging up on me too badly. I will have to keep practicing to get better at balancing the AIs attacks on me for a science victory. The issue of getting sanctioned by even your own allies and other rampant World Congress antics is probably the biggest issue for me trying to win peacefully. I did figure out that even if sanctioned, they cannot prevent you from trading with a vassal... I did not know that before. I will have to keep that in mind for the future for sure.
 
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